Real Magic Spells

These eBooks can teach you how magic is something that you can easily learn on your own, at your own home. What if you had the ability to cast powerful love spells that could cause anyone to fall in love with you, or get your ex back? What if you had the power to cast spells to cause you to win the lottery or attract all the money you could ever want? What if you could cast spells to protect yourself, become a vampire, give yourself superhuman beauty, or heal yourself or anyone you know? Crystal Whitestone is a High White Witch that has learned the most powerful magic from the best mentors all over the world. Magic is real, and anyone who does not believe believes that at their peril. This set of books can teach even those who do not believe in magic to learn to cast powerful spells. The world can be yours. Continue reading...

This spell calls a single infernal that uses its meteoric impact ability, landing where you target the spell and causing a rain of fire effect* (see Chapter Two The Burning Legion in the Manual of Monsters and Chapter Four Magic in the Warcraft RPG) before it rises to attack your foes on the following round. Material Components Each casting of this spell costs 1,000 XP and an amount of gold as determined by your contract with the TothrezimW.

Benefit Select three 1st-level spells, two 2nd-level spells, and one 3rd-level spell that appear on the sorcerer wizard spell list. You can cast three 1st-level spells, two 2nd-level spells, and one 3rd-level spell per day as a 6th-level sorcerer. You can cast the spells in any combination and are subject to all the rules for arcane spell failure. You cast your four 0-level spells (provided by arcane ability) as a 6th-level sorcerer as well. This spellcasting ability is handled separately from any spellcasting you perform as part of any class ability.

Benefit Whenever you successfully dispel a spell with dispel magic or greater dispel magic, you gain 2d8 temporary hit points per spell level of the dispelled spell and a +2 enhancement bonus to one ability of your choice. These hit points and the enhancement bonus last for 1 hour. The benefits of this feat do not stack with those provided by Devour Magic. Also, enhancement bonuses from repeated uses of this feat do not stack (and thus should be applied to other abilities).

Benefit When you destroy an enemy's spell or spell slot with a spellbreak attempt (as granted by the Spellbreakerf or Epic Spellbreaker feat), the spell is converted into raw magic energy that damages the opponent. The opponent takes 2d8 points of damage per spell level destroyed and 1d4 points of temporary ability damage to her primary spellcasting ability (i.e., Intelligence for wizards, Wisdom for healers, and Charisma for sorcerers). This damage is in addition to the damage caused by your attack. Spell resistance is ineffective against the damage and ability damage caused by this feat. The benefits of this feat overlap (do not stack with) those provided by Feedbackf.

Benefit You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1 25 of this base price in experience points and use up raw materials costing 1 2 of this base price. When you craft a totem, you make any choices that you would normally make when casting the spell. A totem is a small wooden object, usually painted with fearsome voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem's magic activates, just as if you had cast the spell. The magical effect stops when the spell's duration expires. The totem can be used only once.

Prerequisites Improved Counterspell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells. Benefit When counterspelling, you may use any spell that is one or more spell levels higher than the target spell. In addition, when countering an opponent's spell, you may make a caster level check (DC 16 + the opponent's caster level). If you succeed, you do not need to expend a spell or spell slot to counter the spell. (You still must have an appropriate spell or spell slot available to make the attempt.)

Benefit Choose a spell with which you have Spell Specialization and that belongs to a school in which you have Spell Focus and Greater Spell Focus. Your caster level is considered to be 4 levels higher when casting that spell. This change affects all variables associated with caster level, including level-dependent variables (such as range or damage), and dispel and spell penetration checks. In addition, when you prepare that spell with a metamagic feat, it takes up a spell slot two levels lower than normal, to a minimum of its normal level. For example, if Leanine Starborn takes Greater Spell Specialization and chooses blizzard* (a 3rd-level spell), she can prepare a maximized blizzard as a 4th-level spell, an empowered blizzard as a 3rd-level spell and so on. You can cast spells much faster than normal. Benefit You can cast a hastened spell as a move action. Casting the spell provokes attacks of opportunity, as normal. Only spells that have a casting time of 1 standard action can...

On the rare occasions Tichondrius is called on to fight his own battles, he engages with his most powerful spells first. The moment things look bleak, he teleports away to safety. Battered and bleeding, Ursol let out a thundering roar and the earth beneath the building crumbled, swallowing both building and sorcerers. Suddenly another stalker leaped from a nearby alley, its bony horns piercing Ursol as he reared to cast a spell. Ursoc leapt to help his brother as blood spurted around the golden bands on the stalker's horns, but it was too late. As Ursoc tore the beast's body away from its head, his brother slumped to the cobblestones.

Vial Bandolier The vial bandolier holds up to 20 vials for potions and alchemical mixtures, allowing such vials to be drawn (but not consumed) as a free action. They are sufficiently braced to avoid breakage in most instances, short of the wearer rolling a 1 on a saving throw (in which case they are subject to normal item damage, as other equipment see WoW RPG, Chapter 15 Spellcasting, Spell Descriptions, Saving Throw).

Some naga revere their queen, Azshara, and their faith in her and in naga superiority grants them power. They wield the freezing cold of the arctic north they command the fury of ocean storms. They also draw upon their race's arcane legacy to protect themselves. These potent spellcasters are called priestesses of the tides. Informally, they bear the name sea witch. Most priestesses of the tides are females. The occasional male naga joins their ranks however, these are vanishingly rare, as most male naga don't have the intelligence (or Spirit) to make spellcasting a viable pursuit. Male naga who join these ranks are called priests of the tides. (at 3rd, 5th, and 7th level, for example), she chooses any spell with the air, cold, and or electricity descriptor. She adds this to her priest spell list at the same level as the spell list from which she selected it. She can choose only spells of a level she can cast. For example, a priestess who selects cyclone (a 3rd-level druid spell that...

Gargantuan moths, carrion birds, dragonhawks, and, foremost, the remaining dragons of the red, green, and even blue flights. Though led by others than their respective Aspects, the dragons were well versed in combat. The three dragonflights flew separate from one another, for each had its own method of battle, in addition to their mighty jaws and claws. The blue wielded magic spells of incredible power, the red breathed searing fire, and the green, of course, touched upon their dream abilities. Thinking of the spirit caused the night elf to think also of Remulos. Cenarius's son was nowhere to be sensed. Malfurion had hoped to find Remulos during this spell and the fact that he had not boded ill. Only where the Nightmare stood ascendant in the Dream were things shielded from the archdruid.and if Remulos was there

Banishing Strike (Su) At will, a Guardian of Tirisfal can make a melee touch attack against a demon with one normal attack. On a successful hit, the target must make a Will save (DC 10 + half the Guardian's character level or HD + the Guardian's Charisma modifier) or be banished instantly from the plane of Azeroth. Spell resistance does not function against a banishing strike. Spell Resistance (Ex) A Guardian of Tirisfal has spell resistance 5 + character level (max 25).

Power If a non-evil creature attempts to wear one of these crowns, the sharp tips bend and pierce the skin, dealing 1d6 points of damage each round. The damage ignores all resistances. If worn by an evil creature, the crown provides a +6 enhancement bonus to Stamina and grants the creature one additional spell slot for each spell level it can cast however such bonus spells must be from the school of necromancy. This benefit does not stack with similar abilities provided by other magic items. In addition, the crown's wearer can cast finger of death once per day. If the spell deals damage, the wearer regains a like amount of hit points. If the spell slays the target, assume that the spell dealt damage equal to the exact number of hit points required to kill the creature for the purpose of determining how many hit points the wearer regains (i.e., the creature's current hit points plus its Stamina score).

It was a unique variation of a spell used to strengthen a druid's own skin against attacks. Malfurion had developed it to use against the Burning Legion. Long ago, he had come to the realization that every spell could have a reverse and, in this case, adverse reaction from that originally intended. The powder had been ground from the hardest of barks. Remulos stiffened. He now was more statue than living. The rage still in his eyes was clearly that of the Nightmare Lord. The irony of the spell was not lost on Malfurion he had transformed Xavius into a tree and now he did virtually the same to poor Remulos. A part of the archdruid wanted to stop what he was doing, but a tearful Malfurion knew he had no choice but to complete the horrific spell. Malfurion quickly cast a spell, but one aimed at himself. He not only felt his own defenses heighten, but his strength and agility also increased. The druids called it the mark of the wild, and Malfurion had learned it from Cenarius. Now he was...

Class Skills Climb (Str), Jump (Str), Knowledge (arcana), Listen (Spt), Spellcraft (Int), Spot (Spt), Survival (Spt), Swim (Str), and Use Magic Device (Cha). See WoW RPG, Chapter 5 Skills for skill descriptions. Spellcaster An ogre mage casts spells as a member of a specific healer or arcanist path. The ogre mage casts spells as a member of that class equal to his ogre mage Hit Dice. These levels stack with actual class levels to determine his spellcasting ability. For example, if the ogre mage selects warlock, and he is a 7th-level ogre mage 3rd-level warlock, he casts spells as a 7th-level warlock (since he has 4 ogre mage Hit Dice and 3 warlock levels). He is otherwise a 3rd-level warlock (for the purposes of class features like arcana and bonus feats). Spells Ogre magi have certain spells that are inherent to their natures spells that Gul'dan considered important for his purposes. Therefore, no matter what the ogre mage's spellcasting class, he adds the following spells to his...

More Magic &amp Mayhem brims with magic and technology steeped in the Warcrafc setting. Heroes hardwire new weapons, research arcane secrets, and call forth mighty creatures to smash their foes. Based on the best-selling World of Warcrafc computer game, More Magic &amp Mayhem contains a wealth of new spells, feats, classes, magic items and technology. New spells, abilities, magic items and technological devices that enhance, mangle, and squawk.

You can inundate your spells with fel energy, drawing strength from the dark powers. Benefit A spell modified by this feat gains the fel descriptor in addition to its normal descriptors. (Spells with the fel descriptor grant the caster increased saving throw DCs by +2 and a +10 fel bonus on caster level checks to overcome spell resistance.) In addition, any damage that the spell inflicts is fel damage instead of normal damage. For example, a magic missile altered by Fel Infusion inflicts ld4+l points of fel damage. Note that the spell is still a force effect, as it retains its old descriptors. A spell modified by Fel Infusion uses up a spell slot three levels higher than the spell's actual level. Each copy is at half potency. If the spell inflicts damage, the damage is halved (round down). If the spell does not deal damage and has a duration longer than instantaneous and shorter than permanent, the duration is halved (round down). If the spell does not deal damage and does not have a...

Contingent Wands of this type can be set to cast a spell whenever some condition affects their owner, exactly as if a contingency spell was used. The wand's owner only needs to have the item on his person for the contingency to function. For example, a wand of contingent water breathing could be set to activate whenever the owner became immersed in liquid. When the contingent effect activates, 1 additional charge is drained from the wand, in addition to the charge used by the spell itself. Empowered The spells stored in the wand can be cast as though prepared with the Empower Spell feat. Doing so drains 3 charges instead of 1. The wand can employ this ability only once per minute. Moderate indeterminate CL 7th Craft Wand, Empower Spell Price +2,000 gp. Enlarged The spells stored in the wand can be cast as though prepared with the Enlarge Spell feat. Doing so drains 2 charges instead of 1. The wand can employ this ability only once per 5 rounds. Faint indeterminate CL 5th Craft Wand,...

In the Second War, the Stormreaver clan captured giant turtles for this purpose and pacified them with powerful spells of control. Since that time, goblins have bred giant turtles to be calmer and more docile. These turtles, which the goblins use for their subs, are tame and do not require magical control.

Druids of the Nightmare do not gain a skill bonus to Knowledge (nature) or Survival. They use the standard druid spell list, save that they gain different domains. Druids of the Nightmare do not have animal companions and cannot rebuke or bolster animals or plants. Druids of the Nightmare to do not gain the standard druid inspirations. 1st Level Child of Nightmares (Ex) A druid of the Nightmare adds all spells with the mind-affecting descriptor to the druid spell list. She gains one extra spell slot each day for each spell level that she can cast these extra slots can be used only to cast mind-affecting spells.

The enchanter prestige class in More Magic and Mayhem presumes the enchanter is a student of magic. Yet, not all enchanters are spellcasters. The act of destruction releases energy and sometimes a reckless warrior or an inquisitive tinker may stumble upon the means to absorb this energy and channel it into creation. Skills Craft (any) 8 ranks, Spellcraft 4 ranks. Martial enchanters do not gain additional spellcasting as a class feature. Instead they gain the following ability

Inscribers learn, through the exploration of the runic mysteries, to cast certain arcanist spells as runes. This change has the following effects on such spells The spell must be empowered into a rune, as runes are. The inscriber does this by creating spontaneous, scribed or permanent runes (see Chapter 2 Enchantments, Runes and Brews, The Runic Art, for details). The spell's components change. Runes do not have verbal components, and have somatic components only if the original spell had them. All runes have the material focus component, even if the spell does not however, if the original spell possesses a material or focus component, casting that spell as a rune changes the nature of that material or focus to the runes themselves (as with other runes). The only exception is with material components (but not focuses) with a gold piece cost such components must still be supplied. The spell's range remains the same, unless the inscriber casts it as a spontaneous rune, in which case the...

It was soon discovered that the use of magic without constraint didn't mean that magic could be used without consequence. Relations between the newly independent human nations were strained as the rulers of the magocracies became increasingly withdrawn and obsessed with amassing magical power. This led them straight into darkness where they found demons waiting. What happened in the years following is a secret history that has only been uncovered in recent times. To most people of Quel'Thalas, the dwarven citadels and the seven kingdoms, these were centuries of peace and prosperity. Yet unbeknownst to all but a few, the powerful spells of elven and human mages had quietly called to the Burning Legion. The demons were happy to answer the summons and began to slip back into Azeroth. An elven society called the Council of Silvermoon had long ago sworn to forestall any full return by the Legion this society met with the most powerful wizards of the human nations to form the Order of...

Like the other Resistance Totems this totem can be used to help the user subvert the effects of Nature damage. In PVE Nature damage primarily comes in the form of lightning damage or poison damage. Since Shaman's have the Cure Poison ability, this Totem will only be used to reduce the effectiveness of monsters that rely on nature related spell-casting. In PVP Druids are the primary sources of nature related damage. To reduce the effect of a couple of their spells this totem might come into play. However, for the most part this totem isn't very useful.

If you have a high spirit and intellect then you may opt to use more spell-casting throughout the battle. Just remember that at some point you will likely have to sit down to drink. If you find that this particular monster likes to call for help when near death, then save yourself the trouble and Ghost Wolf out of there. That doesn't mean giving up it just means that you will have to pull them outside the hearing distance of his allies. Once you've cast Lightning Bolt for the first time use Frost Shock and back up as far as you can with the monster still following. Once you are 50 yards away from his companions they will not come to his rescue. If you had not done this you would be fighting an endless chain of enemies if you tried to fight them in close proximity. Generally speaking most beasts will fall into this category except for those that have the uncanny ability to spit lightning.

The Hakkari are intelligent opponents, but their fervor dilutes their cunning. Some priests charge into battle, eager to smash their foes in melee combat, when staying away from the enemy and casting spells may be a better option. These zealots' cooler-headed comrades perform this function, staying away from the enemy especially types that look like they could put on the hurt in melee combat and cast spells to throw their enemies into confusion. They favor spells like shadow word pain, dispel magic, summon undead and death coil. Powerful priests make liberal use of blasphemy. After they exhaust the offensive spell slots in their two highest levels, they enhance themselves and their allies with inner fire, heroism and avatar and charge into melee. Once there, they strike with their weapons and with spells like inflict critical wounds and harm. Skills Concentration +22, Knowledge (religion) +17, Spellcraft +15. Priest Spells (6 6 6 5 5 3 2 1 save DC 14 + spell level) The Atal'ai high...

Battle shaman have much slower spell progression than normal shaman in fact, they don't even gain spells until 4th level and cannot cast spells higher than 4th level. A battle shaman's caster level is equal to half his shaman level. Use Table 2-2 Battle Shaman Spell Slots per Day to determine the battle shaman's spell progression. (Battle shaman gain domains and domain spells like other shaman, but, as their spell progression is slower, they do not gain as many domain spells.) In addition, battle shaman do not get Brew Potion at 1st level, nor do they gain the rebirth inspiration at 16th level. They cannot turn or rebuke elementals. Instead, battle shaman gain the following class features at the indicated levels

The members of the Cenarion Circle are druids, and thus use the same tactics as all druids. While each operative's preferred method varies, all of them use nature as their foremost ally. After all, no intelligent creature is as reliable as the earth, the trees and the wind. The druids of the Cenarion Circle create walls of spiky thorns and command roots to entangle their foes, restricting their maneuverability and speed. The druids then cast spells on themselves and their allies to increase their prowess in battle and summon different animals to fight on their side. They also use lethal spells to bring down their enemies, targeting arcanists whenever they can. Druid Spells (4 4 3 save DC 13 + spell level) Subversive Spells (2 1 save DC 13 + spell level) The Cenarion's subversive's high Spirit score allow her to prepare 9 spells per level she can prepare many of the spells on the druid and subversive spell lists. Subversive Spells (2 1 save DC 13 + spell level) The Cenarion...

A hidden warlock's spell list is slightly different, to enable him to more easily disguise his nature. Add the following spells to a hidden warlock's spell list at the indicated levels. However, you must select three 2nd-level, one 3rd-level, one 4th-level, one 5th-level, and one 7th-level spell on the warlock spell list in the WoW RPG book (or More Magic &amp Mayhem or another book, if your GM allows). Remove the selected spells from the hidden warlock's spell list.

Tactics Ganthrifal prefers to use his spells to weaken powerful opponents before wading into melee. He uses his Block Spell feat against every spell cast against him and casts baleful polymorph, blazing columnff and greater dispel magic to impede his foes. If given time to prepare, the dreadlord casts frost armor*, immolation*, pass unknownff and true seeing. Ganthrifal is a survivor first and foremost, and if reduced to 40 hit points or fewer while in this room he flees via greater teleport. Depending on the circumstances, he may be gone for good or may have fled just long enough to heal before returning to confront the heroes again.

Forsaken apothecaries do not have access to the witch doctor spell list. Instead, they possess the following class features, at the indicated levels 1st Level Dark Potions Forsaken apothecaries deal with all manner of vile magic to further their twisted science. An apothecary gains access to the necromancer spell list and treats the spells on it as divine spells. However, she cannot actually cast these spells she can use them only to create potions. 1st Level Dark Study The apothecary's studies of necromancy as it relates to potions opens her mind to other possibilities. At each level, choose a single spell on the necromancy spell list that is of a level that the apothecary can normally cast. She can cast this spell as if it were on the healer spell list. 7th Level Improved Potions The apothecary learns to brew more and more powerful spells into potions. At 7th level and each level thereafter, choose a single spell of 4th level or higher on the healer or necromancer spell list. The...

A doomguard generally uses shadow strike and unholy aura before entering combat, and focuses first on what it considers the most dangerous opponent ( m o s t often a spellcaster) it uses shadowburn or its quickened immolate to finish that opponent. After one enemy is down, the doomguard focuses on the next biggest threat, picking off each opponent one by one, or it may use area attacks, such as rain of fire or hellfire, especially if it is accompanied by allies that are immune to fire damage.

Of all the independent factions, only the naga delineate their use of magic along gender lines. In the ferocious, matriarchal naga society, only females pursue arcane studies. Most females train as magi, though some slither along the warlock or necromancer path, and some become priestesses of the tides. Males almost never train as spellcasters of any type, though they are sometimes born with innate magic powers. Naga females possess greater intellect and cunning than males, while males tend to be of lower intelligence and higher strength. This disparity accounts for the female bias in spellcasting.

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells. (That is, those spell slots are expended from his daily spell slots, just as if they had been cast.) Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Far seers do not add Intimidate, Knowledge (nature) or Survival to their list of class skills. They do not get a +2 bonus on Craft (alchemy) or Spellcraft checks, nor can they gain access to the Elements domain. They do not gain the flametongue frostbrand inspiration at 4th level, the ghostwolf inspiration at 8th level, or the purge inspiration at 12th level. Instead, far seers gain the following class features at the indicated levels 4th Level Summon Spirit Allies (Ex) Far seers have a rapport with spirit creatures. Add summon nature's ally I-IX to the far seer's shaman spell list. She can use these spells only to summon spirit animals (updated summon nature's ally lists appear in the Monster Guide, and spirit beasts are described in Chapter 9 Creatures). level, a far seer gains a number of benefits related to this legacy. She can cast clairaudience clairvoyance and eye of Kilrogg as 3rd-level shaman spells. Whenever she casts a divination (scrying) spell, she can also see invisible...

Whenever any spell with the listed subtype is cast anywhere within the area of the Elemental Lord's divine presence, it is instantly aware of the spell and can take control of the magic as he wishes. It can counter the spell, transfer it to another target or area, or turn it back on its caster. This ability also functions against elemental spell-like abilities employed by other creatures, elementals or otherwise, with the sole exception of those used by creatures with more Hit Dice than the Elemental Lord.

Designation of Open Game Content Subject to the Product Identity designation above, the following portions of Shadows &amp Light are designated as Open Game Content all creature and NPC statistic templates (i.e. from Size Type e.g., Small Undead down to the italicized text immediately before the Description header) all skills, feats, special attacks (SA), and special qualities (SQ) all text under the Powers section of magic items or artifacts all text under the Spell Effect section of spells all text under the Combat section of a creature's listing and anything else contained herein that is already Open Game Content by virtue of appearing in the System Reference Document or some other OGC source.

Members of the Argent Dawn focus on combating evil in every form members are expected to contribute in any way they can. Recent initiates are expected to work with other members to prove themselves, but the organization doesn't have strict guidelines for how long this must be done few things are mandatory within their organization. Most field agents strive to become templar, a title which designates a high level of authority within the organization at this point, the member can usually go where she pleases, and she wields a fair amount of influence. Members can exchange items called valor tokens for a variety of magic items from the Argent Dawn's vaults, as well as for favors and services, such as having a member of the Dawn cast a spell at your request. The organization expects its members to check in constantly and let their leaders know what they are up to, but it doesn't keep anyone on a tight leash. That being said, a person's position in life outside of the Argent Dawn is...

Prerequisite Ability to cast spells of the normal maximum spell level in at least one spellcasting class (for example, 9th-level healer spells or 4th-level paladin warrior spells). Benefit You can store a single targeted spell of up to 3rd level in any weapon. (The spell must have a casting time of 1 standard action.) Any time you strike a creature with the weapon and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if you desire. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, you can cast any other targeted spell of up to 3rd level into it. You can store a spell in only one weapon at a time. This ability does not stack with similar abilities, such as a weapon of spell storing. The spells you store within your weapon must be from a class in which you can cast spells of the...

Intellect increases your mana pool at a rate of 15 mana for every point of intellect. It also increases your chance to score a critical hit with spells. The rate at which you increase that chance is for every 100 intellect you gain 1 increase. Intellect also increases the rate at which you increase your skill with weapons. For the spell-casting heavy Shaman this stat will be very important as it will increase your mana pool, while increasing the chance to deal a devastating critical.

Most mages will start a fight with Polymorph. Your mighty Shaman will be transformed into a puny sheep while they begin casting one of their more powerful damage spells. This will be a free hit on their part that will leave them temporarily ahead of the game. As soon as you've taken the hit, close the distance. Summoning a Grounding Totem before they get the chance to cast can absorb the polymorph spell so if they are taking the time to cast the powerful Pyroblast spell you will have them at your mercy if they don't move to interrupt their spell-casting. As soon as you're within range of Earth Shock and they are casting a spell Use It. In those 2 seconds where they aren't casting spells, Purge their beneficial buffs and close the remaining distance. At this time they will likely Frost Nova you into place. Immediately begin casting Lightning Bolt while they back away. By the time they've begun casting another damage spell you've hit them with a bolt of lightning and your cooldown for...

Ignite is a great talent for any Fire mage. Fire mages benefit the most from crits of any spell caster, due to the power of Ignite. Ignite means your criticals are basically doing double damage to your target (allbeit over 4 seconds), which is an awesome thing to have (spell crits are 1.5 damage, while melee crits are double damage. This brings your crits up to nearly melee damage range). 25 crit is not unheard of, and 20 is a very reasonable amount achievable with mid level gear. This makes Ignite proc very often, with the high damage of Fire spells, makes it a very powerful talent. Your critical strikes from Fire damage spells cause the target to burn for an additional 8 of your spell's damage over 4 seconds. Your critical strikes from Fire damage spells cause the target to burn for an additional 16 of your spell's damage over 4 seconds. Your critical strikes from Fire damage spells cause the target to burn for an additional 24 of your spell's damage over 4 seconds. Your critical...

You will most likely run low on mana at some stage in this battle, so don't go all out too early. You need to be able to have something in reserve to finish them off when they are getting low after having used their shield. As previously stated, if you have a good wand (there is an easy to get, high damage wand from a quest, which all mages should have) use that in between casting spells. The new auto-wand toggle is an excellent improvement, and should be used. You need to move to cancel the wand effect though, so if you want to cast something, take a step in any direction.

This is another great talent that makes the Discipline line so strong. There are a large number of instant cast spells available to the priest, and this makes all of them more efficient. PW Shield, Renew, and SW Pain are the main spells that benefit from this talent, but many more are also effected. This talent also makes you a more efficient healer by reducing the mana cost of Renew and PW Sheild. With Improved Renew, Spiritual Healing and Mental Agility, Renew is the second most mana efficient heal available.

The shaman and warriors of the Earthen Ring use a number of different tactics. Shaman cast spells to aid themselves and their allies, while warriors protect their flanks or charge their foes. When fighting alongside warriors, shaman weave their magic from behind the frontlines, avoiding melee while more capable fighting men and women engage the enemy in close combat. A group of Earthen Ring members working together is typically small, but united. Languages Spoken Common and Orcish. Skills Bluff +17, Concentration +23, Knowledge (religion) +17, Spellcraft +17. Shaman Spells (6 5 5 4 4 3 3 2 save DC 14 + spell level) The Earthen Ring sage's high Spirit score and ranks in Spellcraft allow him to prepare 12 spells per level he can prepare most of the spells on the shaman spell list.

This is the final tier talent of the ice tree. It's a solid spell for PvP, and has some uses in PvE situations. The recast is now 30 seconds, and it lasts 1 minute, so you can have this spell constantly applied. It doesn't absorb as much as a priest's Power Word Shield, but can last twice as long. It's a good way to prevent some damage in PvP fights, and allows you to get off some harder-to-cast spells, or to channel a spell like Blizzard while taking damage. It can also help if you are AoE grinding hard hitting mobs, and are prone to dying. However, in taking this talent, you have to sacrifice some other great talents. If you have both Ice Barrier and Mana Shield active, Ice Barrier will take precedence and will be used first.

The blue bar below the red one is an indication of your mana, or ability to use special spells and abilities. Each time you use a spell, your mana will go down, when completely empty, you will no longer be able to cast spells. The action bar along the bottom is used to quick-link spells, talents, abilities, tracking, and items. This bar allows you to do all of that simply by clicking on an icon or pressing the corresponding button. As you highlight each symbol on the bar, you can get a description as to what it does. As you attain new abilities and items, you can drag them from the spellbook or inventory onto the action bar. The next tab is you spellbook, which is where purchased spells are stored. Every other level (2, 4, 6, ect) you get to buy or quest for new spells. When you get these spells, they are stored in the spellbook. The spellbook also contains the icons for your tradeskills and talents. Tabs on the right hand side of the spellbook allow you to access different categories...

A mana draught allows a character to recover those spell slots as though she hadn't cast them, allocated as she chooses. A character cannot regain more than half of her total daily level allotment of spell slots through the use of draughts. A 0-level spell counts as one-half a spell level for the purpose of these calculations. Thus, Dellian, as a 5th-level healer with no Spirit bonus, has the ability to cast 5 0-level spells, 3 1st-level spells, two 2nd-level spells and one 3rd-level spell per day this means he is capable of casting 12 levels worth of spells per day (rounding down). As such, he cannot gain the benefit of more than 6 levels of spell recovery due to draughts per day.

When someone needs to learn a spell to call or summon an infernal, any of the following new spells (detailed in Appendix One) are taught for a fee of 10,000 gp per spell level call infernal, dismiss infernal, mass summon infernal, rain of chaos and summon infernal. Thus, for example, the 8th-level spell summon infernal costs 80,000 gp per character trained by the Tothrezim.

Benefit You gain a +4 bonus on saving throws made against spells cast by priests or paladins of the Holy Light and on all holy light spells (described in More Magic &amp Mayhem). To start the ritual, you must spend 1d4 full-round actions chanting. If you are disturbed during this period, you must make a Concentration check as if you were casting a 5th-level spell. After this time, you make a DC 20 Knowledge (arcana) check.

Area Cone-shaped emanation Duration 10 min level (D) Saving Throw None Spell Resistance No You automatically detect the number of different magical auras in your vision, along with the strength and location of each aura. Detecting these auras requires no concentration on your part. If you desire, you may concentrate on a single faint aura for one full round and make a Spellcraft check (DC 20 + spell level or object's caster level). Success reveals the spell in effect and its caster level (for a spell) or all the magic properties of the item (for an object). In addition, if someone targets you with a spell while you are under the effects of Azshara's eyes, you immediately receive a Spellcraft check (DC 20 + spell level) to identify the spell and its caster level, and to discern the direction from which it came (this does not require an action on your part). If the spell appears on more than one spell list (detect magic, for instance) you also know from what spell list it was cast if...

Attacks from Land Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. Fire Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is...

Area Cone-shaped emanation Duration 10 minutes level (D) Saving Throw Will negates Spell Resistance Yes You detect all creatures in your field of vision who recently came in contact with the taint of undeath. This spell discerns the following creatures creatures who came into physical contact with an undead creature in the last 24 hours creatures who took negative energy

Is selected at the time the belt is crafted and cannot be changed. For example, a magister's belt of evocation increases the wearer's caster level by +1 with all evocation spells. This increase affects range, duration, damage, caster level checks to defeat spell resistance, and the like.

Transmutation Level Arcanist 6 Components V, S, M Casting Time 1 standard action Range Medium (100 ft. + 10 ft. level) Target One creature Duration Instantaneous Saving Throw Fortitude negates Spell Resistance Yes The target, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells. This spell only affects creatures made of flesh. Material Components Lime, water and earth.

Transmutation Level Arcanist 1 Components V, S, M Casting Time 1 round Range Close (25 ft. + 5 ft. 2 levels) Target One humanoid creature Duration 1 min. level (D) Saving Throw Fortitude negates Spell Resistance Yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Agility (to a minimum A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size. All...

Saving Throw Fortitude negates (object) see text Spell Resistance Yes This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a war golem into a flesh golem or at least a flesh-like golem but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long, or a cylinder of up to those dimensions in a larger mass of stone.

Target One creature (see text) Duration Instantaneous Saving Throw Will negates (see text) Spell Resistance Yes With a touch the spellcaster splits the target's soul in half, separating his darkest desires, secret hates and evil tendencies into a second personality. This dark twin lurks in the target's mind, coaxing him to commit evil acts and give in to his most hedonistic desires. Only creatures with Intellects of 5 or higher make valid targets for this spell. Once the caster touches the target, he must make a Will save to resist the sundering however, the target initially feels no different whether he succeeds or fails on his saving throw. The split soul initially lies dormant, biding its time. Detect magic and other such spells reveal nothing unusual about the target, although detect taint always detects the character unless he makes his save. Divination and other such spells might uncover the truth about the target's situation. Dispel magic has no effect on the character, nor...

This is another group situation only spell. This spell is primarily for support. If there is another healer in the group then this spell should be used to heal yourself while giving a small supportive heal to two other members of the group. In PVE, this means that while the main healer is keeping the main tank healed, the Shaman can keep all the other party members up and running. In PVP if you like playing a support role you can constantly keep all the members of a raid or party incrementally healed. Note that this skill will not heal any one that well and should be used in conjunction with other healing skills to maximize the healing potential.

This spell allows you to teleport to each of the three major capital cities of your faction. It does not interact with your hearthstone's cooldown, so you can bind that to the Inn in the location you are questing, and use this spell to travel to one of the cities (to use the Auction House or get new skills, for example). It requires a reagent to cast, which costs 10 silver (9 if honoured). It's handy to always keep a few on you at all times.

This skill will see repeated use as it is the most effective Shaman heal. This skill will generally heal for half the casters full hit points and for other party members this skill will be the primary means for the Shaman to keep heavily damaged party members fighting. Remember however, that in PVE situations monsters will attack the caster of this spell after repeated uses (a.k.a. Threat). In conjunction with certain talents this skill can be used as a means of keeping the Shaman at fighting capacity in an instant.

Prayer of Healing is another spell which separates the priest from the other healing classes. While druids have access to a HoT channeled group heal, priests are the only class with access to an immediate heal for an entire party. This is a fantastic spell to use when multiple members of your group have sustained damage and are in danger. The breakpoint for mana efficiency is 3 members. If three people in your group are going to be healed for the full amount from this spell, use it. Other wise stick to Flash Heal.

This skill is potentially very devastating. Against more than 1 opponent this skill is well worth its mana cost. In PVE, if acting as a tank this skill should be your pull skill. You will immediately draw three enemies onto you while the main healer keeps you fighting. When Solo-ing this skill can help you fight more than one enemy effectively. In PVP this skill is one of the few spells that attack multiple targets simultaneously. However, the space between each target must be pretty close (Each target must be within approximately melee range from each other). Combined with certain talents this spell can be your most damaging skill available.

This skill is a great way for the Shaman to support the party or him her-self. At a very brief cast time this spell can give small bursts of health to those who need it in a pinch. Because of the relatively small amount of health granted this skill can be used repeatedly to heal others or self without much threat generated by monsters. In PVP this skill will be a good way to help keep you fighting mid battle without having to dedicate a lot of time to casting. Remember that cast-times are lengthened whenever the caster takes damage (with exception to the benefit granted by the talent Improved Lesser Healing Wave).

This spell is fun when you first get it at level 34. After a few test runs, it becomes apparent how useless and restrictive it is. It can be used in instances to get to a better spot to heal from, but very rarely. Any damage will cancel the effect, as will entering the water. This would be an average spell if it didn't have a reagent. Adding in a reagent that can't be purchased and can only be found on mobs 20 levels below you when it finally becomes available, makes this pretty much worthless. It prevents damage when falling from heights.

However, for PvP priests, it is not worth taking. In PvP, the priest's number one strength is his ability to heal at any time. You can't kill fast enough, even in Shadowform, to not have to heal. The extra damage and damage mitigation afforded by this spell is not worth sacrificing the versatility of having a number of different healing spells available. Definitely use it for PvE though.

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